Infantry weapon balance reset

Discussion in 'Feedback' started by blizzerd, Aug 26, 2009.

  1. blizzerd

    blizzerd Member

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    Infantry weapons are riddled with balance problems,, most of them can be fixed by rethinking the weapons as a whole anew

    because people asked for it, il post my desired/privately tested(most of them)/guesstimated change list of infantry weapons!

    IGNORE EVERYTHING BELOW, INFANTRY WEAPONS ARE BUGGED TO A WAY THAT BALANCING ANYTHING AS ACCURATE AS RIFLES IS IMPOSSIBLE IMO

    note:

    overall i simplified base accuracy and range,

    for example:

    pistols have only 2 base accuracy stances, jumping/running and stand/crouch/prone because pistols dont really need more as a close range backup weapon

    only pistols have falloff, so they can have high damage but lose it pretty fast

    smg's have 3 accuracy stances, jump/run, stand, duck/prone to complement the run and gun usage

    rifles have 4 stances, jump/run stand ,duck andprone
    to complement this as heavy infantry killers and that these weapons have great accuracy and iron sight

    -Smg's are bullet spam guns with low-ish accuracy, aimed at personal defence
    -Rifles are more rifley as ever, a bit more cs (only a little) into them
    -50cal has heavy damage boost and a bit accuracy fine tuning (also iron sight works again) but holds only 5 bullets
    -HMG has higher damage and more ammo but downed max accuracy (more a spray gun, could need extensive balancing, only gun i did not test on people)

    all weapons without an allegiance are exact copies for each faction

    Pistols

    Standard Pistol

    note: Built for backup close by, does very good damage but fails hard at any longer ranges

    damage - 35
    min damage - 10
    falloff - 500

    clip size - 12
    cycle time - 0.15

    Accuracy

    Jumping - "0.025"
    Sprint - "0.025"
    Standing - "0.010"
    Ducking - "0.010"
    Prone - "0.010"

    Incr per shot - "0.050"
    decr per sec - "0.025"
    max inc - "0.300"

    Kick max - "2/3"
    Kick min - "0.5/2"

    Machine pistol (BE)

    note: Closeby last resort, can dub as a small SMG support weapon

    damage - 22
    min damage - 5
    falloff - 400

    clip size - 25
    cycle time - 0.1

    Accuracy

    Jumping - "0.030"
    Sprint - "0.030"
    Standing - "0.012"
    Ducking - "0.012"
    Prone - "0.012"

    Incr per shot - "0.005"
    decr per sec - "0.025"
    max inc - "0.300"

    Kick max - "1/2"
    Kick min - "0/2"

    Shotgun pistol (NF)

    note: Closeby last resort

    damage - 10 (X 14)
    min damage - 2
    falloff - 350

    clip size - 2
    cycle time - 0.5

    Accuracy

    Jumping - "0.200"
    Sprint - "0.050"
    Standing - "0.050"
    Ducking - "0.050"
    Prone - "0.050"

    Incr per shot - "0.050"
    decr per sec - "0.025"
    max inc - "0.300"

    Kick max - "2/3"
    Kick min - "1/2"

    Smgs

    SMG1

    damage - 15
    min damage - 15
    falloff - n/a

    clip size - 50
    cycle time - 0.05

    Accuracy

    Jumping - "0.100"
    Sprint - "0.100"
    Standing - "0.075"
    Ducking - "0.050"
    Prone - "0.050"

    Incr per shot - "0.010"
    decr per sec - "0.025"
    max inc - "0.200"

    Kick max - "1"
    Kick min - "0.1"

    SMG2

    damage - 15
    min damage - 15
    falloff - n/a

    clip size - 32
    cycle time - 0.08

    Accuracy

    Jumping - "0.050"
    Sprint - "0.050"
    Standing - "0.035"
    Ducking - "0.025"
    Prone - "0.025"

    Incr per shot - "0.010"
    decr per sec - "0.025"
    max inc - "0.100"

    Kick max - "1"
    Kick min - "0.1"

    Rifles/shotguns

    Assault rifle

    note: Most versitile gun in the game, great for medium ranges

    damage - 22
    min damage - 22
    falloff - n/a

    clip size - 35
    cycle time - 0.1

    Accuracy

    Jumping - "0.050"
    Sprint - "0.050"
    Standing - "0.01"
    Ducking - "0.005"
    Prone - "0.005"

    Incr per shot - "0.006"
    decr per sec - "0.050"
    max inc - "0.070"

    Kick max - "2/3"
    Kick min - "0.5/2"

    Iron sight - "0.75"

    .50Caliber Heavy rifle (NF)

    note: Specialised weapon for longer ranges, gives tremendous damage and very good accuracy but has only limited clip size

    damage - 75
    min damage - 75
    falloff - n/a

    clip size - 5
    cycle time - 0.20

    Accuracy

    Jumping - "0.050"
    Sprint - "0.050"
    Standing - "0.008"
    Ducking - "0.004"
    Prone - "0.002"

    Incr per shot - "0.050"
    decr per sec - "0.150"
    max inc - "0.300"

    Kick max - "2/3"
    Kick min - "0.5/2"

    Iron sight - "0.75"

    Burst carbine (BE)

    note: Specialised weapon for longer ranges, fires 3 round burst

    damage - 22
    min damage - 22
    falloff - n/a

    clip size - 30
    cycle time - 0.05

    burst shots - "3"
    burst cycle - "0.32"

    Accuracy

    Jumping - "0.050"
    Sprint - "0.050"
    Standing - "0.006"
    Ducking - "0.004"
    Prone - "0.003"

    Incr per shot - "0.003"
    decr per sec - "0.050"
    max inc - "0.060"

    Kick max - "2/3"
    Kick min - "0.5/2"

    Iron sight - "0.75"

    Pump Shotgun

    note: Closeby support weapon

    damage - 10 (X 14)
    min damage - 2
    falloff - 350

    clip size - 2
    cycle time - 0.5

    Accuracy

    Jumping - "0.200"
    Sprint - "0.030"
    Standing - "0.030"
    Ducking - "0.030"
    Prone - "0.030"

    Incr per shot - "0.000"
    decr per sec - "0.025"
    max inc - "0.000"

    Kick max - "2/3"
    Kick min - "1/2"

    Heavy weapons and equipment

    Heavy Machine gun

    note: The wall of lead

    damage - 22
    min damage - 22
    falloff - n/a

    clip size - 350
    cycle time - 0.05

    Accuracy

    Stamia penalty - "1.000"

    Jumping - "0.150"
    Sprint - "0.150"
    Standing - "0.100"
    Ducking - "0.050"
    Prone - "0.025"

    Incr per shot - "0.020"
    decr per sec - "0.050"
    max inc - "0.200"

    Kick max - "2/4"
    Kick min - "1/2"

    Mortar

    note: Death from above

    damage - 120
    min damage - 120
    falloff - n/a

    cycle time - 4

    Accuracy

    Jumping - "0.200"
    Sprint - "0.200"
    Standing - "0.020"
    Ducking - "0.005"
    Prone - "0.005"

    Incr per shot - "0.005"
    decr per sec - "0.050"
    max inc - "0.200"

    Kick max - "0/1"
    Kick min - "0/0.5"

    RPG

    note: Death from that crouching guy behind the crate

    damage - 105
    min damage - 120
    falloff - n/a

    cycle time - 3

    Accuracy

    Jumping - "0.200"
    Sprint - "0.200"
    Standing - "0.020"
    Ducking - "0.005"
    Prone - "0.005"

    Incr per shot - "0.005"
    decr per sec - "0.050"
    max inc - "0.200"

    Kick max - "0/1"
    Kick min - "0/0.5"
     
    Last edited: Aug 27, 2009
  2. -=SIP=-

    -=SIP=- Member

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    Longest suggestion ever!

    What's the point Blizzerd?
     
  3. blizzerd

    blizzerd Member

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    Infantry weapon balance reset

    tldr: remove all the small balance tweaks that stacked left and right over the years to form an unbalanced yenga tower and start from scratch with giving each weapon a designated fuction

    and no, "medium distances" isnt a designated function for example, im talking about a deep analysis of all weapons and rebalancing all the weapons as a whole
     
  4. Vessboy

    Vessboy Member

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    well. I'd like a test. is it possible for you to set up a server that uses those stats with out us down loading them?
     
  5. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Sorry Blizzerd but this is enough to know that it wont working in any way
     
  6. pickled_heretic

    pickled_heretic Member

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    Nice catch Mayama. That's a lot of fucking deepees.
     
  7. blizzerd

    blizzerd Member

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    the thing is that the rifle only has 5 bullets per cartridge, and a special way of accuracy regain

    (basically, 1 shot messes up the accuracy for 1 full second and the total possible loss of accuracy is HUGE, so it will be used as a fire and get back into cover rifle)


    also a server can be done, but it wont be anything but a test server activated when someone asks

    also i will make a downloadable zip that contains files you have to paste over the "scripts" folder for it to be installed combined with a backup to past over "scripts" when you want to revert
     
    Last edited: Aug 27, 2009
  8. Empty

    Empty Member

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    Why?

    ..
     
  9. -Mayama-

    -Mayama- MANLY MAN BITCH

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    First every shot is a dead enemy.
    Second how do you explain the strange lose of accuracy for seconds.
    Its not visible = not understandable and from all playtests we hade
    and older versions that had very slow crosshair decrement showed that
    the average players hates guns that need like 3 seconds to get back to
    full accuracy.
     
  10. Mashav

    Mashav Member

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    These are the types of things that we should probably be testing, even if its only to say for certain that it fails.
    Its a complete idea that would require nothing from the devs other then to add and remove(after testing) from the svn.
    Lets just test it.
     
  11. Empty

    Empty Member

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    I already made a huge fucking text file of ideas for testing, our first run with the new guns went well, lots of positive feedback.

    I duno if I wanna start work on them again.

     
  12. Mashav

    Mashav Member

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    Did you actually have scripts for the guns?
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    You cant just test scripts, you need to test it constantly over weeks with
    many games, I guess at least 50 and I think the guy who is in charge for
    making scripts should be someone that played the game for years and has
    alot of experience or else the first weeks of testing are nothing else than
    removing already known problems from those scripts.
     
  14. SnowDrakE

    SnowDrakE Member

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    That makes the NFHR the best weapon by far. 50 damage would be more than enough.
     
  15. Mashav

    Mashav Member

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    I don't mean test and refine in order to get into the game. I mean 1 or 2 tests to see if any of it is good. I wouldn't want something like this in the game, but I'd like to test it to even see if there's any part of it that are good.
    Rather then going into testing with an attitude of "How can we improve this to get it in game" we should go in with "Is this even worth getting into the game".
     
  16. blizzerd

    blizzerd Member

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    i doubt it, its damage potential is pretty low (2 people killable if you dont miss a single round)

    im currently fine tuning some problems i noticed with the HMG
     
  17. blizzerd

    blizzerd Member

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    WEAPON SCRIPTS ARE BUGGED/WRONGLY CODED

    impossible to implement my ideas, because you have no control over weapon inaccuracy gain on the first bullet (it always adds inaccuracy and then fires the actual bullet, so for example my 50 cal is crap, my carbine is crap, my rifles are crap, my pistols are crap and my smg's are decent)

    (i did not notice this at first, since the cross-hair moved as it should, but the bullets dont)
     
  18. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Did you have the same scripts on server and client?
     
  19. -=SIP=-

    -=SIP=- Member

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    Am I the only one, who has no problem with the current weapons?

    BEcar is a little bit better than NFHR. But NF has better pistol 2 -> balanced.

    BE and NF SMG2, Heavy MG, Mortar, RPG, Pistol 1, Scout Rifle are the same -> balanced

    There are little differences between BE and NF SMG1. Really don't know, which one is better. The same between BEAR and NFAR. Also there I see no differences while shooting. And I'm playing rifleman for 1/4 of the time.
     
  20. Firedrill

    Firedrill Member

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    id like to point out real pistol rounds loose very little velocity between firing and striking a target.. idk if any realism is intended but yea..
     

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